So in my matertial so far i have access to the opposite area of the light. I now want to be able to do 2 things. One, to reduce the area that this effect covers from its origin point. and 2 i would like to be able to fade off the edges of the effect so its not so sharp. Could someone please help me with what to add to my setup so far?
Thanks for getting back to me. Can you showcase an image of the current result and perhaps mark out / draw the difference of what you expect the result to be in the end?
You are calculating the dot between the light and each vertex.
Unless you filter that though some sort of a sphere or something similar its always going to affect everything.
You may as well cut up a texture in the shape you drew up, with alpha transparency, and use it as a filtering mask…
In each instance because the material is object centric you can use either pivot or object location as the source of either sphere or world position of the image for filtering.
You may want to study up a bit on post processes, paricularly fog shaders, since they often make use of the sphere trick(s) and they give you hands on experience on how the sphere would actually end up looking/fading.
(While at it. Bounding box as radius would likely cover the fade).